Subject:Roleplaying game ideas, classes thread.

Written By:Step-chanon04/12/07 at 1:47 pm

I've had lots of ideas for roleplaying games, what I'll be listing is stuff that I would use for a video game console RPG. Some ideas I got from other games, but with me doing more with the classes, in other cases the classes are about the same as the games I got them from and other class ideas I came up with on my own.

Here are the main character stats for my setup:

Strength- Affects the power of melee weapons(like swords, staves, etc.)

Agility- Affects how quickly you act in battle

Resilience- Affects how much damage you take from physical damage.

Accuracy- Affects the attack power of long range weapons(guns, bows and arrows)

Evasion- Affects how well you can dodge attacks

Vitality- The higher this stat is, the less likely you will be affected by status ailments from physical attacks, breath attacks

Willpower- The higher this stat is, the less likely you will be affected by status ailments from spells and special skills, also affects the power of healing spells

Offensive Aura- This stat affects the power of attack spells and other energy based skills

Defensive Aura- This stat affect how much damage from attacks and other energy based skills

Mind- This stat affects the power of psychic attacks and anti-robot skills

Luck- This stat affects the odds of certain skills success(stealing from enemies, for example)

Critical Hit Rate- Affects how often you will get critical hits

Appearance- Affects the power of dances

Charisma- Affects the power of songs

HP(Hit Points)- The higher this stat, the more damage you can take, if it reaches zero, you die

MP(Magic Power)- The higher this stat is, the more spells you can use

KI(Battle Aura)- The higher this stat is, the more fighting skills you can use

PP(Psychic Power)- The higher this stat is, the more psychic and anti-robot skills you can use

Chakra(Ninjutsu Power)- The higher this stat is, the more ninja skills you can use

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/12/07 at 1:51 pm

Races: I have 14 human races for the game. The difference in stats are actually kind of subtle, and only really have an affect early on, so it doesn't matter which you choose. The different human races are mainly for diversity.

1. Human- The most common human race around, well rounded and balanced.

2. Numan- Started out as genetic constructs, this race is alittle more agile than normal humans.

3. Dekarian- A human race that has a dark complexion. They have strong constitutions.

4. Caterian- A race of people with cat ears and tails, they're agile and flexible. There are three variations of this race.

Human Caterian- They look the most human of all caterians, with the ears and tail being the only noticable features.

Neo Caterian- They have furry arms and legs, along the ears and tail.

Feline Caterian- Their whole bodies are covered in fur, making them the most cat-like of all three versions

5. Averlyte- A race of people with butterfly wings, they have good magical abilities along with the ability to fly.

6. Wind Mystic- A human race that has a fair complexion, they also have good magical abilities. They don't have wings but can fly like Averlytes.

14. Sazian- A race that started out as a genetic construct. They were created from a mix of Human, Human Caterian, Numan, Averlyte, Wind Mystic and Dekarian DNA and magical energy from esper stones. They're agile, have good magical abilities and strong constitutions.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/12/07 at 1:57 pm

Here are the different classes I have, alot of old ones, others are new ones I thought of.(or improved upon)

Black-Marketeer: Merchant + Thief, can get deals at black market shops and steal from multiple enemies at once.

HP+5%, Mnd+10%, Agi+15%, Lck+30%, Eva+20%

Mastery Bonus: Luck+30, Evasion+20

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/12/07 at 3:31 pm

Special Classes: These classes require books to access, some are easy to get and buy early, but others can only be found and stolen from enemies if you want mutliples of them. Like Master and Hybrid Classes, these also have mastery bonuses.

Chosen One: This class learns special spells and fighting skills, also has alot of stat boosts. Requires the Book of Bravery.

Caller: This class calls spirits into battle to help. Requires the Book of Spirits.

Agi+10%, MP+25%, Mnd+15%, OA+20%, DA+20%, Will+15%, Apr+20%, Cha+20%

Mastery Bonus: Magic Power+20, Offensive Aura+15, Defensive Aura+15

Grand Master: Learns some powerful fighting skills, this class is kinda like a souped up Battlemaster. Requires the Book of Fighters.

Str+25%, Res+25%, HP+20%, KI+20%, Agi+20%, Vit+15%, CHR+15%, Eva+10%

Mastery Bonus: Attack Power+25, KI+25

Alchemist: Can make new items out of two or more other items, also learns a skill to double/triple the effectiveness of items you use in battle. Requires the Book of Alchemy.

MP+20%, OA+10%, DA+10%, Mnd+10%, Str+5%, Res+5%

Mastery Bonus: Magic Power+30, Offensive Aura+20

Berserker: This class learns wild, erratic attack skills and has a high critical hit rate. Requires the Book of Berserkers.

HP+25%, STR+25%, CHR+30%, Eva+15%, Lck+15%

Mastery Bonus: Critical Hit Rate+30, Attack Power+20

Specialist: This class learns spells that are effective against certain enemies. Requires the Book of Libra.

MP+25%, OA+15%, DA+15%, Acc+10%, Res+10%

Mastery Bonus: Magic Power+15, Offensive Aura+20, Defensive Aura+15

Cat-fighter: This is a psuedo ninja class that learns boomerang and claw skills, it gets it's name from the fact that you dress in a cat-like theme(think of catgirls and you're heading in the right direction). Requires the Book of Neko.

Str+20%, Agi+25%, HP+15%, Chk+20%, Eva+20%, CHR+10%, Apr+15%

Mastery Bonus: Attack Power+15, Chakra+15, Evasion+20

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/12/07 at 3:43 pm

Class Preference systems: This system affects the Mastery Bonuses you get from these classes:

Depending on how much you like or hate a class will affect your Mastery Bonuses in these classes.

Here's the ranks:

Love: You get +10 bonus to the Mastery Bonus.Like: You get +5 bonus to the Mastery Bonus.Indifferent: Mastery Bonus remains normal.Dislike: -5 to your Mastery Bonus.Hate: -10 to your Mastery Bonus.

With this system, you have to have an equal amount of classes in love and hate, as well as like and dislike.

I'll discuss more on this and the weapons/equipment/skills for the classes later.

Okay, I done for the moment with the important stuff, posting is allowed now.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Tiaon04/12/07 at 3:48 pm

what's in it for me?

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/12/07 at 3:52 pm

what's in it for me?

Sorry about that, I just wanted everything up until after the Class Preference system uninterupted.

Since that was the most work I did on it so far.(while I have other stuff in mind and old stuff wrote down, I have to rethink it abit, due to the fact that I revised the class list)

I didn't mean to sound like a jerk. ;)

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/14/07 at 2:12 pm

I will list what equipment the classes open up after they are mastered soon.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/15/07 at 2:39 pm

Note, I'm still abit low on what to assign to certain classes. I haven't wrote any of what I'm about to type in, so some help and ideas would be good too.(Karma for those who suggest)

Wiith each class, there is a certain rank of equipment at the most that they can access, mastering that class will allow you to access the equipment even if you switch to a different class, this is what I've decided with weapons. Most likely with protective gear, you will have access to what you can equip.(based on other factors that I haven't decided on yet)

Note: Characters will be able to equipment a rank or two of most if not all weapons, classes just open up higher ranks.

Subject:Re: Roleplaying game ideas, classes thread.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron04/15/07 at 3:46 pm

Singer mainly, why did I put a ?? by Cosplayer.Well, maybe because you haven't figured out a good fit for Cosplayer...think about it. Cosplaying gives you...what? Every weapon under the sun, really. So long as it's homemade...

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/15/07 at 3:52 pm

Well, maybe because you haven't figured out a good fit for Cosplayer...think about it. Cosplaying gives you...what? Every weapon under the sun, really. So long as it's homemade...

Well, I took the ?? off for it, maybe there should be a special weapon category for it that allows the costumes to be used.

Since alot of techniques require a certain weapon.(or maybe 2 or 3 that are compatible with the techniques, depending on the class)

Super Star also learns a few magical costumes as well, so I will have to add it to it too.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Tiaon04/15/07 at 7:05 pm

a cosplay class. that's actually quite clever. although yeah, it's so meta it could be anything. i mean, just saying someone does cosplay, does that mean they're good at something or bad at it? it would present some challenges.

they're pretty much good at making costumes, that's the only thing you could say for sure.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/15/07 at 7:16 pm

a cosplay class. that's actually quite clever. although yeah, it's so meta it could be anything. i mean, just saying someone does cosplay, does that mean they're good at something or bad at it? it would present some challenges.

they're pretty much good at making costumes, that's the only thing you could say for sure.

Cosplayer abilities are actually magical, they magically change into the costumes. If they do a costume change into a Fighter, they gain bonuses in their attack power for example. The skills are actually only usable in battle. I'm just trying to think of a magical weapon type that will allow them to do the magical costume change.(the weapon also changes to suit the costume)

Super Star(A hybrid class which requires Cosplayer, Dancer and Singer to be mastered) also learns some costume magic.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/16/07 at 4:25 pm

Still stumped on the Cosplayer weapon.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Tiaon04/16/07 at 5:54 pm

Still stumped on the Cosplayer weapon.i'm a little out of my depth here but couldn't you have different weapons linked to different costumes and then as the character goes up in level he/she would get additional costumes each with a different weapon linked to it?

like if it was D&D you might start off with a cloak and a dagger, then next level you get leather armor and a short sword, and finally you'd have magical full plate with heavy-plussed two-handed swords.

okay, i'm going to kill myself for geekiness now. ;D

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/16/07 at 6:15 pm

i'm a little out of my depth here but couldn't you have different weapons linked to different costumes and then as the character goes up in level he/she would get additional costumes each with a different weapon linked to it?

like if it was D&D you might start off with a cloak and a dagger, then next level you get leather armor and a short sword, and finally you'd have magical full plate with heavy-plussed two-handed swords.

okay, i'm going to kill myself for geekiness now. ;D

Actually, the weapon is what allows the transformation to happen.(You can't do it without it)

I did actually think of possible weapon type, magic needles, but I'm not completey sure if I should use it.

I forgot to mention that there are two types of experience, one is for character stats and the other is for job profiency, the two are seperate.

These ideas are more for video game than for D&D playing.

Cosplayer itself isn't a strong class, so it's used to gain access to Super Star.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/17/07 at 7:16 pm

I'm going to go with the Magic Needle magic type for that class. I can't think of anything else.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron04/19/07 at 6:08 pm

Just something nice and well-rounded, right?

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/19/07 at 6:15 pm

Just something nice and well-rounded, right?

Yep, I'll give examples of how the Class Preference works.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron04/19/07 at 6:16 pm

OK, sweetl

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/19/07 at 6:31 pm

I have the effects on the Mastery Bonuses down,(Love +10, Like, +5, Indifferent =, Dislike -5, Hate -10) the rating affects all the stat boost on the Mastery Bonuses(So if you loved Knight, the boost would be Attack Power +35, Hit Points +35, instead of 25 each)

The other rule of the Class Preference System is that you have to equals in system.

I'll give a couple of examples, using Athena and Helene.(Note: Indifferent doesn't have to be shown in the list, since what isn't in the other catergories is automatically in indifferent)

Also, no more than 4 classes in each of the affected categories.(Love, Like, Dislike, Hate) Indifferent is exempt from the rule, since it's the leftover classes.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron04/19/07 at 6:35 pm

Ah, that clears things up.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/19/07 at 6:42 pm

Now with the Class Preference system, you don't have to stick to one type of class category.(like Fighting classes or Magic classes)

You can mix it up as much as you like.(to what you prefer)

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/21/07 at 3:20 pm

I'm trying to figure out where to go next with this thread. I could start up the race's starting stats, or start figuring out what different skills and spells each class will have.(This I could use input on, I have a decent amount of ideas, but not for every class)

Low sleep isn't helping at the moment, so I'm kinda stuck.

Edit: Also need to post pros and cons with the classes.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon04/26/07 at 3:18 pm

The different Human races' base stats.

Note: This is just an example base stat setup, as different characters would vary abit stat wise. If it were a video game, this setup wouldn't exist, mainly because different characters would grow different and be suited to different classes. Overall, the base stats only really affect character growth early on, from experience level 1-30(200 is the max exp. lvl), so over the long run, the difference in stats is subtle more than anything else, since affects on the base stats starts starts slowing down gradually after 30.

I'll also list different classes that are better for different races.

(The Human race is the one I'll base averages off of, to adjust with other races)

Human: This race is the most balanced stat wise, making them a jack of all trades suited to any class you prefer.

Numan: This race grows higher agility and evasion and lower hit points and resilience. You can pretty much put them in any class as well, but classes with high agility boosts really compliment Numans well.

Dekarian: Dekarians grow higher vitality and willpower and lower magic power and chakra. Most classes will well work with this race, but Beastmaster really accents this races strong constitutions. They're also good candidates for Cleric, Pilgrim and Acolyte, even though they're magic power grows alittle more slowly.

Caterian: This race grows higher agility and evasion and lower magic power and psychic power, all three variations Caterian are the same in this area. They tend to do well in most classes, but the Martial Artists, Grappler and Black Belt as well as Ninja, Jonin and Shinobi classes are excellent choices.

Averlyte: This race grows higher magic power, offensive aura and defensive while growing lower hit points, KI and chakra. They work well in magic classes the most, hybrid classes are also decent choices.

Kitsu-nari: This race grows higher in mind, evasion and psychic power while growing lower in KI, strength and vitality, all three variations of this race are the same in this aspect. This race works well in the psychic classes.

Sazian: This race grows higher offensive aura, agility and vitality and grows lower hit points, resilience and KI. Any class is good with this race, especially classes that specialize in skills that are powered by offensive aura.

Subject:Re: Roleplaying game ideas, classes thread.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/09/07 at 7:20 pm

Class pros and cons

With this list, I'll show what the classes strengths and weaknesses are. The first 9 sets of classes(the ones that open up higher ranks just by mastering the class necessary to do so) will be listed together. Mainly to make it alittle easier. With the other classes, I'll have to list them individually.

1. Swordsman > Warrior > Knight

Pros: This class set excels at sword techiques, going into Warrior and Knight opens up axes and spears. This class set boasts an excellent strength and hit point boost and the different weapon skills that are learned do major damage. The Mastery Bonus accents this class set well, with it's Attack Power+25 and Hit Point+25 bonus.

Cons: This class set doesn't learn many skills that hit multiple enemies, so it's versatility is somewhat lacking. While in the lower tiers of this set agility is penalized enough to make for a slower character that will act later in battle, but luckily this will be no problem once your reach the master level class of this set, which like all master, hybrid and special classes, has no penalties.

2. Martial Artist > Grappler > Black Belt

Pros: This class set is fast and powerful, learning powerful martial arts attacks and acquires use of claws and nunchuks. They also have a good critical hit rate, making them ideal when you need someone to dish out alot of damage. They get a good Mastery Bonus as well, Attack Power+30, Critical Hit Rate+20.

Cons: The weapons that this class set gains access to are alittle less powerful than the Swordsman>Warrior>Knight class set, although this isn't too big of a deal. They also grow less hit points than the Swordsman>Warrior>Knight, but their resilence boost makes up for this abit.

3. Gunfighter > Gunner > Soldier

Pros: This class set has excellent accuracy and learns different gun skills, they also have a great hit point boost and get access to the many different guns, some of the guns hit multiple targets. Their Mastery Bonus is the best among gun wielders and archery, Accuracy+30 and Hit Point+20.

Cons: Almost all of the techniques of the first two tiers of this class set only target one enemy, only after entering the Soldier class you will learn skills that hit more than two targets. This class set is also painfully slow and has weak offensive aura and defensive aura stats, until you enter Soldier, which has no penalties in it's stat adjustments. Also, most guns don't do much damage to undead spirit enemies.

4. Ninja > Jonin > Shinobi

Pros: This class set excels in using shurikens, are very fast and has excellent evasion. They gain access to Katana and Nunchuku weapons. The shuriken techniques they learn are incredibly powerful. Their Mastery Bonus is Evasion+30, Chakra+20.

Cons: This class set falls into being a middle range damage doer when compared to most of the pure fighting classes. Their shuriken attacks, however, are their strongest assest(due partially to the fact that Shurikens are incredibly powerful). Shurikens are abit expensive to keep stocked, they're 1 time use weapons. They're not as sturdy to physical attacks with their hit points and resilience being alittle lower on the scale when compared to most other fighting classes and the Mastery Bonus is not as useful.

5. Athelete > Olympian > Pro Athelete

Pros: This class set learns melee attacks and skills that are based on different sports and they gain access to sports weapons. Their skills not only do good damage but also cause different status conditions and can lower the enemy's stats. They have solid stat boosts and their Mastery Bonus is spread across three stats: Attack Power+20, Hit Point+15, KI+15.

Cons: This class set is the lowest damage doer out of all the pure fighting classes, and their stat boosts aren't incredibly high, they're not too sturdy to physical attacks(like the Ninja>Jonin>Shinobi class set). The Mastery Bonus they get, which is spread across three stats, is less powerful than the two stat spreads of the other classes(this is actually not a big negative, if your character likes or loves Pro Athelete, the stat bonuses will be higher). Still, this class set is a very good choice to be and stay as.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/17/07 at 8:18 pm

6. Mage > Enchanter > Sorceror

Pros: This class set learns powerful offensive spells as well as offensive support. They have high magic boosts and offensive aura growth as well as a Mastery Bonus of Magic Power+25, Offensive Aura+25. The attack spells that they learn are of various elements thus giving them alot of options.

Cons: This class set is not physically strong and the weapons they equip are staves and knives, these weapons are not very powerful. They're not good at taking damage from physical attacks and have alot of stat drops during the first two tiers of the this class set, the final tier of the class doesn't any stat drops in the adjustment. You'll spend more time casting magic with this class that fighting physically.

7. Cleric > Pilgrim > Acolyte

Pros: This class set learns healing magic and defensive support as well as alittle offensive magic. They also have high magic boosts and high defensive aura growth. One of the weapon sets they can equip are spears, giving them decent fighting options when they don't need to heal or use magic in general. Their Mastery Bonus is Magic Power+25, Defensive Aura+25.

Cons: This class set, although better at physical fighting, is still kinda like the Mage>Enchanter>Sorceror, they're still not strong physically. Their offensive spells are more limited in element variety than the Mage>Enchanter>Sorceror class set. This class set's Offensive Aura boost is lower than the Mage>Enchanter>Sorceror class set(not by alot, though. The Mastery Bonus does factor in alittle as well). This class set is best suited to healing and support, with offensive actions being second.

8. Scholar > Telepath > Psychic

Pros: This class set learns different language techniques, mind games and psychic abilities. The psychic attacks they learn are very useful in most situations and some are good against spirit enemies. They grow high mind and psychic power stats. Their Mastery Bonus is Psychic Power+25, Mind+25

Cons: This class set is not a physical fighter, period. Their weapon options are books and crystal balls, which are not powerful weapon choices, so you won't have them attack enemies very often through normal physical attacks. Most of their psychic attacks are not elementally based, so they won't get additional bonus damage against most enemies. They're kinda inbetween the two main magic class sets in the other stat adjustments and they don't get much of a Offensive Aura and Defensive Aura boost in the final tier of this class set. Still a very good class to master and stay as, due to the useful psychic skills.

9. Tamer > Monster Tamer > Beast Master

Pros: This class set gains the ability to tame wild monsters to call into battle and help aid the party! They have a high Willpower and Vitality boost, giving them a higher resistances to status ailments. They learn different breath attacks and can equip whips, which hit multiple enemies. Their Mastery Bonus is Vitality+25, Willpower+25.

Cons: This class set doesn't have alot of direct offensive options at their disposal(except for breath attacks and a monster summon that calls all tamed monsters to attack once each), so they'll be fighting with physical attacks more often when not taming wild beasts. Their Mastery Bonus isn't anything to really talk about either, as it helps them alittle more defensively than anything else. Still this class set is definetly useful for it's ability to tame wild monsters.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/19/07 at 7:20 pm

10. Merchant

Pros: This class can appraise items and find extra cash after battles. They can get deals at special shops and call an army in battle to attack(it costs money to do it). They're main weapons are spears and the abacus. They get a slight boost to they're hit point and mind stat. This class is required to enter two different hybrid classes.

Cons: This class has alot of stat drops in the adjustment, and both weapon types they use are single target types(except for a couple of the abacus weapons) and they don't get any other offensive attacks other than calling an army.

11. Thief

Pros: This class learns stealing abilities and is very agile. They can equip knives, whips and boomerangs, then last two which hit multiple targets. They also learn a few useful abilities that can aid the party. This class is needed for two hybrid classes.

Cons: This class, like Merchant, has alot of stat drops in the adjustments. They also have less strength than the Merchant class and are alittle less sturdy.

12. Sailor

Pros: This class learns different techniques that are useful while at sea as well as attack skills that are effective against aquatic monsters. They're fairly strong and sturdy. The weapons they use are spears as well as bows and arrows. This class is needed for a hybrid class.

Cons: Their attack skills are only really good against aquatic enemies, they're not exactly versatile due to do this fact. They also have a severe Chakra drop in the stat adjustments, although this is only bad if your wanting to use Ninjutsu skills.

13. Wrecker

Pros: This class learns different attacks that are effective against robotic enemies, they also can salvage robots to call and aid in battle. They have a fairly good Mind stat and Psychic Power boost as well. They can equip guns and maces. This class is required to access a hybrid class.

Cons: This class's offensive attack skills only work on robotic enemies, they won't damage any other enemies. This makes for no variety in offensive options, they also have a decent amount of stat drops in their adjustments.

14. Ranger

Pros: This class learns different bow and arrow skills as well as hunting for food. They have a decent accuracy boost and can equip bows and arrows(redundancy in the Pros section) as well as maces. This class matches with another class to make a hybrid class.

Cons: This class has very few stat boosts(but it doesn't have many stat drops either). They're bow and arrow skills are not incredibly powerful either.

15. Chef

Pros: This class learns different recipes and has decent Vitality and Willpower boosts. The food they can make has many different effects, ranging HP recovery to temporary stat boosts in battle. This class is required to go into a hybrid class.

Cons: This class learns no offensive skills at all. This class also has a decent amount of stat drops in it's adjustment. The only weapons they can use are knives.

16. Dancer

Pros: This class boosts a high agility and appearance rating and learns a variety of dances. The dances they learn can damage, stun, charm or confuse enemies among other things. They use fan weapons, which also gives them an appearance boost. One of three classes required to go into a hybrid class, also has a second hybrid class that mixes with a fighting type class.

Cons: This class has alot of stat drops in the adjustments, so they are fairly vunerable to attacks. The fan weapons they can use are not particularly strong.

17. Singer

Pros: This class has a high charisma boost and learns songs to help out the party in battle. The songs they learn can heal and assist the party, they do learn song that damages enemies. They can use sticks and microphones as weapons, the latter also gives them a boost in Charisma. This class is one of three that is required for a hybrid class.

Cons: The Singer class is more defense based than Dancer class, so they're not quite as effective in delivering attacks. Like the Dancer class, they also have alot stat drops in the adjustment. The microphone weapons are not very strong either.

18. Cosplayer

Pros: This class is pretty quirky in the fact that they develop magical costumes to add stat boosts to them in battle. Depending on what costume they use will boost different stats. So if they don a fighter costume, they'll get a boost to their attack, resilience and agility for example. They can use sticks and needles for weapons, the latter is needed to use the magical costumes. They get a good appearance, charisma and luck boost. This class is one of three that is required for a hybrid class.

Cons: Most of this class's stats are dropped adjustment wise, making them pretty poor in combat(the costumes do help balance this alittle bit, however). The costumes drain magic power for each round you stay in them(the amount depends on the costume), so you have to plan their use carefully. The needle weapons are not powerful on their own(but do gain power in costume form).

(The costumes become more helpful after you enter the hybrid class Super Star, more on this later)

Whew! In the next day or two I'll be doing the hybrid classes as well as the Special classes.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/20/07 at 5:39 pm

19. Battlemaster

Pros: Accessed by mastering Swordsman and Martial Artist, this class learns different slash and fighting techniques that do high damage to specific types of enemies. They have good boosts in strength, resilience and hit points and can equip swords and spears. Their Mastery Bonus is Attack Power+20, Hit Point+15 and KI+15.

Cons: This class's techniques are not as powerful as the Black Belt and Knight's techniques, since most of what is learn is pretty specialized towards certain types of enemies. This class is still pretty good to stay in, but it's even better to master on the side to give more versatility to another class.

20. Sage

Pros: Accessed by mastering Mage and Cleric, this class learns some special offensive, support and healing spells. They also learn weapon attacks using staff strikes(they can use staves, knives and spears) and have good boosts in magic power, offensive aura and defensive aura.Their Mastery Bonus is Magic Power+20, Offensive Aura+15 and Defensive Aura+15.

Cons: Although a somewhat minor negative, they're spells are alittle lower in power than the Sorceror and Acolyte's and are not sturdy against physical attacks. Kinda like Battlemaster, this class is better to learn on the side for extra versatility.

21. Magic Knight

Pros: Accessed by mastering Swordsman and Mage, this class learns different elemental sword slashs and offensive spells. While they're stat boosts are not very high, the boosts are spread around alot of stats. They equip swords and spears and have a Mastery Bonus of Attack Power+15, Offensive Aura+20 and Magic Power+15.

Cons: This class is more offense based, it doesn't learn anything for support and doesn't have very high boosts in defense(Resilience and Defensive Aura wise).

22. Monk

Pros: Accessed by mastering Martial Artist and Cleric, this class learns different Holy martial arts strikes and special support skills. They're pretty strong physically and have alot stat boosts(although most are not very high). They can use Claws, Nunchuks and Staves. Their Mastery Bonus is Attack Power+15, Defensive Aura+20 and KI+15.

Cons: This class's offensive skills don't offer much in the way of variety(element wise) and they're are more defense based, their Offensive Aura doesn't get as much of a boost as the Magic Knight's.

23. Ninja-Dancer

Pros: Accessed by mastering Ninja and Dancer, this class learns unique ninjutsu skills and dances(The dances that are learned are mainly offensive in nature). They learn elemental based shuriken skills, are very agile and have good appearance boosts. They can use katanas and parasols. Their Mastery Bonus is Chakra+30 and Agility+20.

Cons: This class's shuriken skills are not as powerful as the Shinobi's. Out of the mixed fighter/magic(or fighter/accessory in this case) hybrid classes(compared to Magic Knight and Monk), this class is not very sturdy as it gains only a slight hit point and resilence boost, Ninja-Dancer gets no boost to Defensive Aura.

24. Super Star

Pros: Accessed by mastering Dancer, Singer and Cosplayer, this class learns all sorts of useful dance, song and costume magic. The skills they learn are more for support and healing, although they do learn some attack abilities as well. They have the highest appearance and charisma stat boosts out of all the classes. They can use fans, sticks, microphones and magic needles and have a Mastery Bonus of Appearance+25 and Charisma+25.

Cons: This class's offensive abilities are not as powerful as other classes are(although still very good), they only get a slight magic power bonus. They aren't particularly sturdy to physical attacks, kinda like the Sage class.

25. Lodgemaster

Pros: Accessed by mastering Ranger and Chef, this class learns advanced hunting and cooking skills as well as powerful arrow attacks. They have a strong accuracy boost and can use bows and arrows as well as knives and maces. Their Mastery Bonus is Accuracy+20, Vitality+15, KI+15.

Cons: Another hybrid class that isn't uber powerful in their attack skills, they're over shadowed by other more powerful classes(although their attack skills are stronger than the Super Star's). This class is used more for hunting and cooking with fighting being a very close second.

26. Robohunter

Pros: Accessed by mastering Wrecker and Gunfighter, this class learns powerful skills that are effective against robotic enemies and can salvage very powerful robots to call into battle to aid the party. They have a solid accuracy boost and very good psychic power and mind boosts. They can use guns and maces and have a Mastery Bonus of Accuracy+15, Mind+20 and Psychic Power+15

Cons: Although slighty more versatile than Wrecker(due to having alittle Gunfighter skills), their primary attack skills only damage robotic enemies(with the exception of the robot summons). The need to master another class to add abit more versatility will be necessary to help with fixing this problem.

27. Seatrader

Pros: Accessed by mastering Sailor and Merchant, this class learns some advanced attack skills that are effective against aquatic enemies, they are able to find more cash after battle than the Merchant class and can deals at sea ports. They can use Spears as well as Bows and Arrows. They have good strength and hit point boosts and a Mastery Bonus of Hit Point+20, Resilience+15, Vitality+15

Cons: This class's attack skills are middle ground in power when compared to more powerful classes, so they're not as powerful in comparison(although their skills are still quite good).

28. Bandit

Pros: Accessed by mastering Swordsman and Thief, this class learns some effective slash attacks and high level stealing and stealth skills. They have a high agility boost and can use Axes and Swords. Their Mastery Bonus is Agility+30, Attack Power+20.

Cons: Another Hybrid class that learns attack skills that are middle ground power wise, this class is more useful for stealing and stealth.

29. Black Marketeer

Pros: Accessed by mastering Merchant and Thief, this class can get deals at black market shops and steal items from mutliple enemies at once. They can use knives, whips and boomerangs, they also learn some special boomerang attacks and more powerful army call skills. They have the highest luck boost along with good evasion and agility. Their Mastery Bonus is Luck+30, Evasion+20

Cons: With the exception of their most powerful army call skill, most of their other attack skills are not very powerful. This class will benefit from having another class mastered with it for more versatility.

7 classes to go!!!

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/20/07 at 8:48 pm

30. Chosen One

Pros: This class, which is aquired by a Book of Bravery, learns powerful fighting and magic skills. They have good stat boosts in alot of areas and use swords and spears. They learn the most powerful sword skill in the game. Their Mastery Bonus is Hit Point+20, KI+15 and Magic Power+15.

Cons: Their stat boosts are mainly middle ground(neither highest nor lowest). Their fighting and magic skills use a decent amount of KI and magic power.

31. Caller

Pros: This class, which is aquired by a Book of Spirits, learns many different spirit summons. They use whips and sticks. They have good boosts in offensive aura, defensive aura, appearance, charisma and magic power. Their Mastery Bonus is Magic Power+15, Offensive Aura+15 and Defensive+20

Cons: This class only learns summons, so it's a good idea to have some other classes mastered for versatility because of that.

(Caller compliments classes like Psychic and Super Star quite well. But it's still a good class to master and stay as, as long as you have other useful skills for battle)

32. Grand Fighter

Pros: This class, which is aquired by a Book of Fighters, learns alot of useful fighting techiques(more powerful than the Battlemaster's and just shy of the Knight and Black belt in power). They have good stat boosts in strength, resilience, hit points, KI and agility. They use swords, axes, nunchuks and clubs. Their mastery Bonus is Attack Power+25 and KI+25.

Cons: This class doesn't learn the most powerful fighting skills out of all fighting classes, so skill wise it's just alittle underpowered compared to Knight and Black Belt.

(If you plan on mastering and staying as a Grand Fighter, mastering another fighting class is a good idea to get the most out of it. It has very good boosts to accent fighting abilities)

33. Alchemist

Pros: This class, which is aquired by a Book of Alchemy, learns alchemy skills to make new items and equipment out of 2 or more items. They also learn abilities to double and triple the power of different items that are used in battle. They have good magic power growth. They can equip sticks, staves and knives. Their Mastery Bonus is Magic Power+30 and Offensive Aura+20.

Cons: This class doesn't have many stat boosts in general and it's more of an accessory class. It's better to master on the side.

(Alchemist is a good class to compliment classes Black Marketeer and Seatrader)

34. Berserker

Pros: This class, which is aquired by a Book of Berserkers, uses it's powerful rage to do wild attacks(Refer to as the Berserk skill). They also learn a skill that increases their attack power each time they take damage. They can equip swords, axes, clubs and sports weapons. They have the highest critical hit boost out of all the classes. Their Mastery Bonus is Attack Power+20, Critical Hit+30

Cons: This class's attacks are random while in Berserk mode and some of their attacks also do damage to them in recoil, so you definetly need to keep their hit points up.

35. Specialist

Pros: This class, which is aquired by a Book of Libra, learns spells that will do triple damage to different enemy families(it will do normal damage to other enemies). They grow high magic power and good offensive aura and defensive aura. They can equip guns and knives. Their Mastery Bonus is Magic Power+15, Offensive Aura+20 and Defensive Aura+15.

Cons: This class, like Alchemist, doesn't have many stat boosts. Only offensive spells are learned, so this class is best mastered on the side.

(Specialist compliments classes like Robohunter quite well)

36. Cat-fighter

Pros: This class, which is aquired by a Book of Neko, learns powerful boomerang and claw attacks(They can equip boomerangs and claws). Some of their skills also cause status ailments. They have a high agility boost and good chakra boost. This class has a Mastery Bonus of Attack Power+15, Chakra+15 and Evasion+20.

Cons: This class's boomerang skills lack abit of versatility(most of them target multiple enemies), so they'll have to relay on their claw skills when facing powerful foes.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/24/07 at 4:55 pm

Something else to bring up is that the Mastery Bonuses are not affected by class stat adjustments(they are added on separately to the adjusted stats, so if you have 120 Magic Power based upon stat adjustment percentage and the Magic Power Mastery Bonus is +20, your Magic Power would be 140).

I have forgotten about the different elements in the game that are categoried to different magic and skills until now. These range from common ones to a few I've made up myself.

FireIceWaterLightningWindEarthRune(More on this one later)Sound(More on this later)HolyExplosiveProjectileElement(More on this one later)Dark

I think that's all the different element types.

Enemy types are as is...

Normal: Most variable type of enemy, they tend to be more diverse in what types of elements they're weak to.

Flying: Pretty variable, but most are weak to Projectile, Explosion and Wind magic and skills.

Magic: Magic enemies are fairly variable, but practically all of them are weak to Rune element type magic and skills.

Fire: Fire enemies are weak to Ice and Water magic and skills, a rare few are weak to Explosive element magic and skills.

Ice: Ice enemies are weak to Fire magic and skills, some are even weak to Explosive type magic and skills.

Water: Water enemies are to Lightning magic and skills, a rare few are even weak to Ice magic and skills.

Earth: Earth enemies are weaker to Water magic and skills, a rare few are weak to Sound magic and skills.

Undead: Undead enemies are weak to Fire, Element and Holy magic skills, a rare few are weak to Earth magic and skills.

Spirit: This is a second form of the Undead enemies, they are more often weak to Sound, Holy and Element magic and skills, a rare few are weak to Dark magic and skills.

Robot: Robotic enemies are kinda of odd, Explosive spells and skills always do normal damage and some(but not the majority) are weaker to Lightning magic and skills. There are a rare few that are weak to Water, Ice, Fire, Earth and Sound magic and skills.

Sacred: Sacred enemies(ones that have the Sacred element, but are not of the positive persuasion) are weak to Dark magic and skills.

Dark: Dark enemies are often weak to Holy and Element magic and skills, a rare few are weak to Rune magic and skills.

Evil: Evil enemies(I know it sounds silly to make Evil and Dark separate, but there's a reason) are often weak to Holy and Element magic and skills, a rare few are weak to Sound and Rune skills.

This game has given me some ideas for a possible game setup. But I will need to set up some things first. More on this later.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/24/07 at 5:26 pm

Some Master, Hybrid and Special classes have extra benefits to being in them. Here are a few examples....

Pro Athelete is more resilient to Athelete attack skills.

Ninja-Dancer, Super Star and Psychic are more resistent to Charm and Seduction skills.

Magic Knight is more resilient to Rune skills and magic.

Monk is more resilient to Holy skills and magic.

Chosen One is more resilient to Element skills and magic as well as more resistent to Death spells and skills.

Berserker and Psychic are more resistant to Confusion skills.

That's about all I can think of for now, I'll see what else I can think of later.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/29/07 at 5:59 pm

I'll give some enemy description ideas now.

I have hundreds of enemy ideas for the game, some based on other games, some my own creations.... Here are some of them:

Pipsqueak: This enemy race is based off of an enemy in the Goonies 2 NES game. They're short, low powered enemies(they look kinda like midgets).

C.C.: These enemies are human guys that are clones of sorts, there are a few versions of them(like in palette swap versions, from weakest to strongest). Stronger versions do use some other forms of attacks(namely from the Athelete family).

Roxy: These are, of course, human girls that are clones as well, like the C.C. family, there are a few versions of them. Stronger versions tend use martial arts based attacks(mainly kicking attacks) and magic.

Bo: Slime enemies inspired off of the Dragon Quest series(almost like slimes and babbles/bubble slimes), there are several versions of them.

Flying Bo: These are flying versions of Bo slime enemies(with wings and feet).

Nerd: Yes, human nerd clones, they tend to use magic and psychic attacks. There are at least four versions of them. I do also have human psychic and magician/cleric enemies as well. The nerd enemy family is earliest type of magic/psychic users in the game though.

Armor/Metallic enemies: This is taken(i.e. ripped off) from Dragon Quest's own metal monsters. Basically certain enemy families have(Pipsqueak and Bo for example) have Armor/Metallic types in them, they have extremely high defense, low hit points and an immunity to the majority of spells and skills(there are a few skills that do work on them, however). They're worth alot of experience, but they tend to run away alot.

Shadow Demon: I don't know if any other RPGs have this type of enemy family in it, but what they are is demons that look like shadows(but their form is physical). There are several versions of them, they use dark based skills and magic more than anything else.

Bouncer: These are robotic enemies that are based off of a type of robot from the first Mega Man game(their name is "Big Eye"), these robots tend to use laser beams and jumping attacks(whether to make the ground shake or stomp on the enemy). There are a few versions of them.

Ball Robot: These are strange robotic enemies that have a ball shaped theme to them(their heads mainly, they have tube shaped bodies and limbs). They tend to specialize in electical attacks. There are at least three or four of them(haven't decided on the actual number yet). Bouncers are cousins to this robot family.

Mandaru: Another cousin to the Ball Robot, this ball robot family of sorts is actual shaped completey like a ball(with limbs and head hidden inside that come out when they decide to attack), they use a decent variety of attacks including rolling over their enemies for heavy damage. There are at least four versions of them.

Dust Ball/Dirt Ball/Sand Ball: These are fairly early earth element enemies, they're not very strong and tend to use attacks that lower your stats, Sand Ball is the only one that uses a spell for damage.

Dust Cloud/Fart Cloud/Fire Cloud/Snow Cloud/Light Cloud/Dark Cloud: This is probably going to be the biggest enemy family in the game setup. Dust Clouds are the weakest, but can cast spells for damage and lower accuracy. Fart Clouds can stun you and also use a psychic attack. Fire Clouds use fire spells and skills. Snow Clouds use, of course, ice spells and skills. Light Clouds use holy spells and skills and Dark Clouds use Dark spells and skills.

Lackey: Lackies are a Pipsqueak family variation that has several family types. They are basically stronger more refined versions of Pipsqueaks. They come in Swordsman, Martial Artist, Mage, Cleric, Gunner, Psychic and Thief versions. Their name variations are based upon experience level(Which varies for each of their class type families).

Here are quick descriptions of a few others.....

Cheerleader: A family of enemies that special in dance skills.

Football player, Baseball player, Basketball as well as other atheletic based enemies that specialize in sports skills(some that are original to them).

Subject:Re: Roleplaying game ideas, classes thread.

There was three families of enemies I forgot to mention on the last post. So before I go to some of the bosses, here they are....

Punk: This is a family of enemies that kinda look like punk rockers of sorts, there are at least 3 versions of them and they tend to use gun and song skills.

Mini-Punk: This is a short height version of the Punk family, they also use gun and song skills as well as alittle magic. There are at least 2 or 3 versions of them.

Ambushers: This enemy family tends to pop up in forest areas, they are actually guys that are hiding in bushes that they wear around themselves(you see their hands and eyes peeping out). Although not a particularly powerful enemy family, they tend to get to catch you off guard in the beginning of fights(where they get to attack,but you don't that round) more easily than most other enemies(until you abit higher in experience than them). The skills they use tend vary abit, but the stronger ones can use fairly strong spells and skills, there are least four of them.

Boss ideas....

Ron: This guy is actually based off of a person I knew for a short period of time at my second job. He was pretty egotistical, so I made a comical version of him(which you fight more than once in the story I set up). He tends to use a mix of attacks, but isn't particularly powerful. If fact, the first time you fight him he doesn't have much in the way of good skills period.

Super Echidna Yoto Grandma Killer: This is a character from a fake game listed in an April Fools ad in an April issue of Maxim magazine. She has her own unique attacks including an attack with her lizard arm(for moderate damage), using her devil shoe(to boost her and her partner's speed) and using her cane to fire a dart shower(low to moderate damage to all party members, moderate to high damage from the one target version). Like Ron, you'll fight her more than once in the game, although those are the only skills she'll ever have(but those skills will be stronger in later battles of course). Her normal attack does low damage, as she only hits you with her cane as a basic attack.

Sidekick Is Donut: This is the other character in Super Echidna Yoto Grandma Killer April Fools game ad in Maxim. Sidekick Is Donut is more of a support character to Super Echidna Yoto Grandma Killer in boss fights, Sidekick Is Donut uses healing magic as well as boosting defensive stats in battle(Resilience only in the first battle, in later battles can also boost Defensive Aura and Evasion). Sidekick Is Donut also casts an attack spell for moderate damage(to a single target) in all battles(but won't use it that often). Sidekick Is Donut is not a strong physical attacker.

Reginald: This is a fairly powerful Ball Robot type Boss in the game setup. He uses electical skills and laser beam attacks, can also call Ball Robots to aid in battle(I'm not sure which type yet).

Smilin' Joe: This character was made up by someone I knew in high school. He is a fat dumb looking guy who uses a baseball bat with a nail in it. Needless to say, he uses atheletic attacks(he has decent upper body strength, but is low in the agility department). He also has some henchman, which are next on my list. You'll fight him more than once in the game(and he'll have stronger skills in the later battles).

Joe's Henchman: These guys are, of course, Joe's thugs. They are actually part of the Baseball Batter enemy family(which is part of different sports enemy families I mentioned), they also use atheletic attacks as well(and have stronger ones in later battles). Smilin' Joe and Joe's Henchman are a play on two boss fights in Dragon Warrior 3(Kandar and Kandar's Henchman).

Archy Bomber: This character is a master of Explosive magic and skills, he uses Knives for normal attacks. He is alittle on the plump side, but is more far more agile than Smilin' Joe will ever be. His name is a play on Archy Bunker. You fight him late in the game setup.

Rick T: This guy is a master of gun skills, he is a powerful boss fought later in the game setup. You'll definetly need defensive skills effective against gun skills to reduce the damage this guy does.

Buzz: This guy wears a robotic suit that looks like a hornet with arms and legs(based off of a mascot from my high school), he's pretty versatile, using a wide variety of attack skills(including slashing one character with his stinger for high damage or slashing the entire party with his stinger for moderate damage). This is also late boss fight.

Shado-en: This guy is king of the Shadow Demons, he uses powerful dark skills and can call Shadow Demons into battle to aid him. One of the last main boss fights. You'll also fight a revived more powerful form of him called "Necro Shado-en".

Feredity: The second to last boss fight in the game setup. He is actually not truly evil, he was driven insane by the brutal murder of his girlfriend. This caused him to search for power so he could get revenge. He is an Incubus Fairy.

Maruden: Final boss in the game setup, he needs a body(dead or alive) to enter and exist in, he uses Feredity by promising him immense power. A pure evil entity.

Edit: These are not the only bosses in the game, just some that I remember off the top of my head.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/05/07 at 2:40 pm

I also have thought of using enemies from other games, but I actually made a game with other characters, I would have to make it a free doujinsoft type role playing game. Also would have to label who created what.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/09/07 at 4:33 pm

A few enemy characters from other series that I would like use(this game would definetly have to be a free doujin game and I would have to make sure to credit those enemies to who came up with them):

Pols Voice: This is an enemy from the original Legend of Zelda game on the NES. It hates loud noises(on the Japanese version of the game you could shout to kill them, but that's because the Japanese controllers had microphones in them, the U.S. version didn't. On the U.S. version they made them weak against arrows). In my game setup, the would be two versions of them. One family for random encounters(at least 2 versions) and the other version for boss fights(at least 2 versions). They would be weak to sound spells and skills.

Cho Aniki characters: Well... most of them wouldn't be bad guys, but there would be some characters from the series you would battle(one boss fight where you have to prove your worth by defeating them as well as a few that are evil). The original game series is, well, very flamboyent.

Bladers: Flying robots from the first Mega Man game. They look like little propeller heads with teeth. Their original name is bunbi heri.

Rock Monster: AKA Yellow Devil in the original version of Mega Man(Nintendo ask for Capcom to change it to a different name due to the fact that the word "Devil" has religious overtones), I would actually use this one as a boss fight.

There are a few more, but I can't think of them at the moment.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/14/07 at 3:07 pm

Here some silly enemy ideas I've had for awhile:

Sailor Beavis

Sailor Butt-Head

Yes, they have Beavis and Butt-Head's heads, but have the bodies of the Sailor Scouts from Sailor Moon. In my game idea, they're actually robots of sorts, a comical crossover idea. They attack with fire and electrical attacks, although they employ the attacks in very absurd ways.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/18/07 at 4:43 pm

I'm trying to figure out what to do next.....

If I start doing the different skills for all the classes I'll have to write it down first(I can't make it up while posting).

This will take some time....

While I do have my preferences listened for classes, I don't want to list it until I get some others too.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:haleym8826on06/22/07 at 6:35 pm

Wow you have really thought this out.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/22/07 at 6:47 pm

Wow you have really thought this out.

Alot of these ideas I've had for years, so that's part of the reason....

I did abit of revising before I started this thread(The classes get the biggest changes, I'll have reassign certain spells and skills differently now).

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/24/07 at 4:19 pm

Weapon Descriptions:

Swords: Powerful blade weapons, varying from short to long varieties, equipped by classes like Swordsman and Battlemaster.

Spears: Another powerful weapon type, although just alittle lower in strength than swords. Equipped by classes like Cleric, Magic Knight and Seatrader.

Axes: Powerful weapons similiar in strength to swords, varying from hand held to long stick types, equipped by classes like Warrior, Berserker and Bandit.

Nunchuku: Weapons that consist of too small stick like parts connected by a chain, they're fairly powerful. Equipped by classes like Martial Artist and Ninja.

Claws: Gloves with blades attached, a stronger weapon than nunchuku. Equipped by classes like Martial Artist and Monk.

Katana: Slender short swords, they pretty strong but are alittle weaker than standard swords. Equiped by classes like Ninja and Ninja-Dancer.

Guns: The most powerful weapon type in the game, but most(except for the most powerful as well as some special ones) have a max limit in the amount of damage they will do(because accuracy only affects the damage up to a certain point), range from shots to cannons. Equipped by classes like Gunfighter and Wrecker.

Sports Weapons: These weapons are different depending on what sport is made for, ranges from tennis rackets to golf clubs and baseball bats(baseball bats are the larger number of them). They fairly powerful, equipped by classes like Athelete and Berserker.

Knives: Small hand-held blades, not the most powerful of weapons, equipped by classes like Mage, Chef and Thief.

Staves: Staff weapons that vary in length, not particularly powerful, but some cast spells when focused instead of being used to attack. Equipped by classes like Mage, Cleric and Sage.

Books: These weapons, though not strong, increase the Mind stat while equipped. Equipped by classes like Scholar and Telepath.

Microphones: These weapons increase the Charisma stat when equipped, but they don't have alot of attack power. Equipped by classes like Singer and Super Star.

Magic Needle: These weapons have to be equipped to use Cosplayer costumes. They don't have much attack power on their own, but do get attack bonuses after changing into magic costume. Equipped by Cosplayer and Super Star.

Subject:Re: Roleplaying game ideas, classes thread.

I'm going to modify the previous post, especially since a power surge of some sort just happened while I was typing(causing the computer to shut down).

Finished!!!

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon07/10/07 at 5:48 pm

Got some ideas from Lunar Eternal Blue to compliment the Ninja-Dancer class.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon07/23/07 at 5:20 pm

Once I get in the mood, I'll share ideas that I got from the games 7th Saga and Just Breed.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon08/09/07 at 3:15 pm

In 7th Saga for SNES, you were able to pick between 7 characters to play as(as well as get one of the others to join you at a certain point).

I think that is a pretty cool formula, so I have an idea to where you can pick from 15 characters and get 4 more of them to join you at different points. Each of the characters would have different preferences though, so some of them are harder to get to join than some of the others. Naturally some of the classes would be used in this idea, but there would be no class change system.

Just Breed is an RPG of sorts were you have multiple heroes each with their own army. Although I think some of the battles are setup differently than in most traditional RPGs(involving different monster areas you have to seize, some of the battles are more turn based though), I would like to use the multiple army idea theme, but keep more to the Dragon Quest/Warrior turn based battle system. Alot of classes could be used in this one, but I wouldn't allow for class change, since there would be alot more characters.

Next I'll do a description of how the different classes would change your appearance(although different characters would vary alittle, the theme of the class would have some general traits in the look).

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon08/24/07 at 3:24 pm

Something else to do would be to list various spells and skills.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/02/07 at 6:35 pm

Bumping to keep active.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:haleym8826on09/03/07 at 1:05 am

wow I really can't wait for this to get started. Is Mucho excited.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/03/07 at 6:14 pm

I'll definetly have to get the computer reloaded before I start doing on gaia. Although I can still go to gaiaonline at the library to do it if need be(since I have far better luck there).

I went on gaia real quick last week to check up on my accounts.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/06/07 at 1:58 pm

As well as weapons, protective gear and accessories.

The only problem with doing spells and skills is this...

The last time I wrote them down was when the class system had less classes and didn't have any 3rd tier classes besides hybrid and special classes.

So while I do remember what I put in some classes, I don't remember all of it and will have to make up some new skills for other newer classes(which I do know what direction to go into).

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/12/07 at 3:54 pm

Edited a couple of classes stat boosts. so that they make more sense.

Will get to class appearance and sample spell and skill list tommorrow.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/13/07 at 3:43 pm

I do the main tier fighting classes for now.

Note: While appearance will most likely not be edited, some skills and spells could be changed(whether it's name or damage modifying). Also I have to redo the skill and spell setups, so I don't have everything ready yet(in case you wonder about why some powerful classes don't have their strongest skills listed at the moment).

For skills that have a power rating, 100 is normal damage level(based on characters attack power), if the power rating is 220, then that means it does 2.2 times more damage.

Swordsman > Warrior > Knight

These classes have an appearance of wearing thick sturdy armor and such, the higher tier classes have more sophisticated looks with their armor and clothing.

Skill examples:

Sweep Slash: A fairly strong slash the starts alittle low and goes up at a slight angle on the enemy. Power rating: 160

Airslash: A slash that sends a ripping wind through all enemies, damage is wind based so some enemies will take less damage or not be affected by it at all. Power rating: 100

Ground wave: Sends a wave at a group of three enemies. Power rating: 125

Aura Ball(Might rename it to Haduken, it was called that in Lunar: Eternal Blue): Fires an aura shot at the enemy, damage is based off of offensive aura.

Counter Attack: The character guards and then strikes the enemy that attacks them, works on physical attacks and physical attack skills, but not energy attack skills or attack spells. Power rating: 200

Wave Kick: Attacks all enemies with a flying spin kick, based on attack power minus weapon strength. Power rating: 100

Aurabane: Sends a energy wave at group of four enemies, damage based off of offensive aura.

(Note: Black Belt does have a uber powerful skill like the Knight, but I don't know what to call it and what to have it do yet)

Gunfighter > Gunner > Soldier

This class's gear looks abit like armor and clothing combined, the higher classes are more sophisticated in this appearance and Solider has alittle floating satellite that follows them.

Sharp Shot: a shot that has a 50% chance at being a critical hit.

Triple Merger Shot: Three shots that merge together and blow up on two enemies. Power rating: 150(regardless of whether or not it hits one or two enemies)

Scan: Checks to see how many hit points an enemy has.

Double Shot: Hits an enemy with 2 gun shots. Power rating: 200

Orbital Satellite Disrupter Beam: Fires a powerful laser like wave on all enemies, damage is based on offensive aura.

(Soldier does also have a uber powerful skill, I just don't know what to call it yet)

Ninja > Jonin > Shinobi

These classes wear darker slighty loose fighting Gi, although Gender affects the appearance alittle more than the previous classes, the clothing also gets more elaborate at the higher tiers.

Shuriken throw: Throws a shuriken at one enemy. Power rating: 100(Note: Shuriken's are very powerful, even the weakest ones. So it's not a waste to use this skill)

Kite Slash: A gliding kite attack on one enemy. Power rating: 130

Moon Beam: Fires a beam at one enemy, it looks like alittle transparent with circles in it, damage is based on offensive aura.

Doppleganger Triple Strike: Character becomes three of himself, and each one attacks, hitting a group of three enemies. Power rating: 100

Shuriken slice: Throws a shuriken at one enemy. Power rating: 200

(The uber powerful skill the Shinobi learns is a type of Shuriken attack, don't have a name for it yet)

Athelete > Olympian > Pro Athelete

These classes wear more atheletic and sports based gear, higher tiers are definetly more sophisticated.

Double Slam: Hits an enemy with a double strike. Power rating: 200

Shot Put Ball: Channels an energy shot that hits up to 5 enemies, damage is based on offensive aura and may stun them too.

Batter Bop: Hits an enemy with a blow that causes damage and lowers their defense power alittle. Power rating: 100

Piledriver: Drives an enemies head hard into the ground, can also cause paralysis to them. Damage is based on experience level and strength.

(These classes, I don't have alot of right now, but I will give Pro Athelete an uber powerful attack skill)

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/16/07 at 7:28 pm

Note: There is a starting based damage for attack spells as well as energy based attack skills, I just haven't got down what they are yet.

Mage > Enchanter > Sorceror

This class set's appearance involves robes and capes(as well as caps sometimes), the colors are usually darker in their shades with more sophistication in the higher tiers.

The appearance of these classes are more like that of a professor, it becomes abit more elaborate in the higher tiers.

Psychic ball: Fires a small energy shot using mental energy, damage based on the mind stat.

Translation: Translates more common languages, for those towns that speak different languages.

Tactiturn Stance: The character stands and stares at an enemy to provoke them. If the enemy attacks them, they will counter with an low power psychic shot, damage based on the mind stat and experience level.

Psyneedle: Fires energy needles using mental energy at multiple enemies, damage based on the mind stat.

Gravity Bomb: Most powerful psychic attack, releases a dome of heavy gravity that closes down on an enemy. Damage is based on the mind stat.

Tamer > Monster Tamer > Beastmaster

This class set's appearance is more set like a basic traveler of sorts, it verys depending on the person, it becomes more cool looking at the Beastmaster level.

Tame, Soltame, Maltame: Tames different monsters. The higher the level Tame skill, the stronger the monster it can tame.

Fire Breath: Breathes flames at all enemies, damage is based on offensive aura

Ice Breath: Breathes frigid air at all enemies, damage is based on offensive aura

Monster Call: calls in a tamed monster of your choice to aid in battle.

Call Of The Wild: calls in all monsters to randomly attack the enemies, damage is collective(good in boss fights).

Next time will be basic classes that tend to mix into hybrid classes.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon09/23/07 at 3:50 pm

Note, since there are more sections to cover in this post, I'll be listing less of their skills at the moment. Again, this isn't all they learn, I'll be making more for them.

Merchant

The class has a somewhat casual business bazaar look in the appearance of the clothing.

Army Call: Calls an army to attack all enemies, damage is based on an attack power setup that is influenced by experience level. It cost both KI and money to use this skill(money based on experience level and total number of enemies).

Appraisal: Merchant looks carefully at the enemy to see what type of items they might drop. Outside of battle it tells you how much something is worth if you were to sell it.

Thief

This class's appearance looks more like basic with clothing suitable for the thieving type, usually wearing gloves and bandannas.

Steal: Steals items from the enemy, has a 10% success rate on average.

This class tends to wear seafaring clothes, although it still looks kinda basic.

Coral Slash: A Striking attack that does bonus damage to sea enemies, requires a sword or spear. Power rating- 140, 210 if it hits a sea enemy.

Aqua Bane Shot: Fires a barrage of arrows at a group of four enemies, does bonus damage to sea enemies. Requires a bow & arrow. Power rating- 90. 135 if it's sea enemies.

Wrecker

Wreckers kinda of look like they're wearing a combination of mage clothing and gunfighter clothing.

Ando-shot: does damage to one robotic/machine enemy. Damage based off of the mind stat.

Salvage: Collects a robot to call into battle and aid you.

Robot Call: Calls a salvaged robot to aid you in battle.

Ranger

Rangers wear clothes that are appropriate for hunting

Hunter Shot: Used to hit enemies that can be used for food or are carrying food. It can be used to damage enemies that don't carry anything edible as well, but don't expect to find any food afterward. Power rating- 70

Rune Arrow Shot: Fires Rune element arrows on a group of 3 enemies, does bonus damage to enemies that are weak against the Rune type element(damage bonus based on weakness level). Power rating- 100

Chef

This class's clothes look most appropriate for cooking food and making drinks.

Tunnel Slash: A more powerful version of the Air Slash, the attack is of the wind element. Power rating- 270

Demon Slash: A slash attack that does extra damage to dark and evil enemies. Power Rating- 200.. 300 if Dark/Evil type.

Sage: Sages look like a mix between Mage's and Cleric's(but with more variety, so characters wear two piece clothing types, although not revealing for the most part) to some degree, wearing clothing of mixed colors.

Camp Healing: Restores some HP to the entire party every round during one battle.

Aura Boost: Doubles both the Offensive & Defensive Aura to the entire party.

Mystic Ball, Mystic Beam, Mystic Blast: A element type attack spell family that hits a single enemy, damage is based on offensive aura.

Staff Healing: Restores alittle of HP to the entire party, requires a staff use, uses no MP. HP restore is based on willpower.

Magic Knight: Magic Knights look like Knights with a magical touch to their armor for the most part.

Fire Slash: Does fire based damage to one enemy, extra damage if they are weak to fire based skills. Power rating- 200

Ice Slash: Does ice based damage to one enemy, extra damage if they are weak to ice based skills. Power rating-200

Bolt Slash: Does Lightning based damage to one enemy, extra damage if they are weak to lightning based skills Power rating- 200

Rune Cross: A slash attack that does Rune based damage to one enemy, extra damage if they are weak to Rune based skills. Power rating- 300

Monk: Monks look kinda like Martial Artists, except with a cape and more sacred based accessories.

Cross Counter: The Monk will go on the defensive and grab an enemy that attacks them and then throw them into a random enemy(or something else if they are the last one left). Damage is based on Strength and Experience level.

Astral Absorbtion: A defensive skill that absorbs attack spells, the Monk will take alittle damage but will the absorbed spell will be spread around and turned in MP for the entire party to regain. Doesn't work on energy based attack skills or death spells.

Grand Cross: A sacred attack skill, does extra damage to enemies that are weak to Sacred based skills. Power rating- 300

Ninja-Dancer: This class looks slighty ninja like, but with some different cloths, sashes, attractive accessories, and flashy colors. The costume's also vary from cute to sexy, some will also have extra dancer types of clothing on them.

Dance Of The Doppleganger: A dance that 3 produces clones for everyone in entire party, each clone attacks for 25% of the character's full attack strength.

Mystic Shuriken: A shuriken attack of the element type, does extra damage to enemies weak to element types. Power rating- 230

Shadow Shuriken: A shuriken attack of the dark type, does extra damage to enemies weak to dark types. Power rating- 280

Yukata Dance(Might call it Festival Dance): A dance where the Ninja-Dancer appears in a yukata with 4 extra yukata wearing characters(2 male and 2 female), the Ninja-Dancer and the dancers do a festival dance which causes a combination to happen: Heals the entire party(at 5 different levels of recovering) while it damages all enemies on screen(5 different elements are possible, fire, ice, lightning, bomb, sound).

Mercenary Call: Calls out 3 mercenaries that attack one enemy, this skill costs money and KI to use. Attack Power is based off of experience level.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon10/05/07 at 7:55 pm

Here are the final set of classes, again this isn't a full list of skills.

Chosen One- This class wears very majestic clothing and armor, which is suitable for this heroic class.

Bou-Slash: A powerful elemental type slash attack, requires a sword or spear to use, does extra damage to enemies weak against the elemental type. Power rating- 400

Mystical Clouding: This spell prevents any spells from being casted by both allies and enemies, it can be nullified by Dispel. Be prepared to use special skills when using spell, it wears off after a certain amount of time.

Dispel: This spell nullifies stat buffs on all enemies, useful when dealing with foes who assist powerful enemies.

Runic Blast: A powerful Rune type attack spell, damage is based off of offensive aura.

Caller- In one way, this class's clothing is a more revealing version of the Sage's. Regardless of the person's gender, the clothing is two piece based.

Hakuto: A fighter summon, he uses various fighting skills to fight the enemies

Snow: A girl summon who specializes in ice type spells and skills.

Arla: A mermaid summon, specializes in water type spells and skills.

Lena: The spirit of the heroine of legend, she uses a variety of powerful spells and skills in battle.

Note: Summons stay in battle after they are summoned and will fight until they are defeated, their stats are based on the the Caller's experience level.

Grand Master: This class looks like a very sohisticated version of the Battlemaster wearing a cape and special accessories.

Dragon Wave Kick: A spinning kick that does extra damage to dragon types, hits all enemies and damage is based on attack power minus weapon. Power rating- 200, 300 if it's a dragon type of enemy.

Surging Ground Wave: A powerful energy slash wave of the Earth type element, it does extra damage to enemies weak against Earth type. Power Rating- 180

Alchemist: Alchemists look like a mix between a magic class and a scholar, also tends to carry a bag and phials.

Alchemy: Makes a new item out of two or more other items, there are 5 levels of this skill. Each level opens up new items to be made.

Magic Application: This spell doubles the power of items that are used in battle, it doesn't work on all items.

Mystical Application: This spell triples the power of items that are used in battle, it doesn't work on all items.

Berserker Slash: A slash attack that has a 50% chance of connecting, if it does, it gets a critical hit.

Rage: A skill that when applied, will increase the Berserker's attack power everytime he/she takes damage.

Berserk: Causes the Berserker to go into a state wear they use different attacks at random, there are three levels of this skill, some of the attacks will cause them to take damage in recoil. You don't have to worry about them attacking allies, as they still have some sense in who is friend and foe.

Specialist: Although this class doesn't look like a typical magic class, there is alittle bit of hint that is in it's clothing.

Dragon Beam/Blast: A single target attack spell(The Blast form hits all enemies) that does triple damage to Dragons, damage is based on offensive aura.

Demon Beam/Blast: A single target attack spell(The Blast form hits all enemies) that does triple damage to Evil enemies, damage is based on offensive aura.

Cat-fighter: The class wears clothes that are pattern after different cat breeds(wild or domestic) with fake ears and tails(If the character is a Caterian, they won't have the fake ears and tails.... since they have real ones).

Scratching Post: A strong attack that can lower the enemy's defense severely, requires a claw weapon to use. Power rating- 240

Cat Spinner: A Claw attack that may confuse the enemy. Power rating- 300

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron10/09/07 at 3:11 pm

Very nicely handled!

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon10/09/07 at 6:01 pm

Very nicely handled!

I just need to make complete lists for all of them, some I had to make up while doing, others(olders like Magic Knight and Ninja-Dancer) I already had skills for before(although I want to improve those as well).

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron10/10/07 at 8:45 pm

I just need to make complete lists for all of them, some I had to make up while doing, others(olders like Magic Knight and Ninja-Dancer) I already had skills for before(although I want to improve those as well).Hmmm...

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon10/24/07 at 7:01 pm

Here are some character class combinations of the high rated classes... It's not new class ideas, but simply combinations of classes that one character masters... I'm simply giving them titles for the combo.

This combination is nothing but close range fighting and energy blast attacks, although it is overall overspecialized, it's not bad doing this, since fighting types tend to do more attacking than anything... It does take awhile to achieve it.

Pure Magic User:

Sorceror + Acolyte + Sage + Specialist

This combo makes one character the ultimate magician, although it's not that good of an idea to make one person access all magic, they can't quite do everything at once... Magic characters are better tending to certain seperate roles.(one more of a healer and supporter, one more offense oriented, another that might mix it up with both on the side)

Item Creationist:

Alchemist + Lodgemaster

Mastering both these classes makes a character that can access all item making skills, from cooking to alchemy... This actually works well, since it isn't necessarily an overload on specialization(being only two classes).

Master of Summoning:

Beastmaster + Robohunter + Caller

This combo makes a person a master of all battle aid summons. Although like the Pure Magic User, this abit of an overspecialized combo, making it too complex.

Master Scout:

Seatrader + Bandit + Black Marketeer

This combo is the ultimate scouter, gives the best of merchant and thief abilities. It's alittle overspecialized, but it's battle versatility makes it worthwhile to ignore that problem.

Master of Style:

Super Star + Ninja-Dancer

This combo gives you all entertainment skills, nice since both classes have appearance and charisma boosts. Ninja-Dancer also helps with alittle fighting skills for extra versatility.

There are some other combos that I will list later... These are some of the most basic.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon11/22/07 at 5:35 pm

A bump with a few plans that need to be done soon.

I'm going to fix both Alchemist and Specialist, adding a couple of extra stat boosts to make them alittle more effective in other areas.

As well as adjusting some skills.

I will also post a few other class combos to put characters in here shortly.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon11/22/07 at 8:34 pm

Red Mage-ish combo:

Magic Knight + Monk

Mastering these two hybrid classes makes the ultimate magic fighting combo, it isn't over specialized either... Due to only being two classes. Having both will give your character great versatility.

PWNsome Magic Knight:

Knight + Sorceror + Magic Knight

This is like an ultimate offensive powerhouse, both in fighting and magic.

Subject:Re: Roleplaying game ideas, classes thread.

Will list my character's class preference list here in the near future.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon12/17/07 at 3:33 pm

Step-chan's class preferences:

Loves:

Ninja-DancerCat-fighterCaller

Likes:

ShinobiSageSuper Star

Dislikes:

RobohunterBattlehunterKnight

Hates:

Pro-AtheleteSoldierBandit

Notes: Step-chan grows high speed, very good strength, very good offensive aura, high chakra, high appearence and charisma. Most of his other stats are average to good. Step-chan's weakest stats are his resilience and defensive aura, which make it important to equip him with items that will boost those stats.

I'll do some other characters here later.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon12/20/07 at 2:21 pm

I'll do some characters from other series next. Starting with the Homestarrunner series. I'll also do notes that explain things about that each character stat wise(as to what their strengths and weaknesses are). I'll also edit that into my character's list next.

Homestar Runner:

Loves:

Pro AtheleteBattlemaster

Likes:

Black Belt

Dislikes:

Psychic

Hates:

SorcerorSage

Notes: Homestar Runner has high speed, KI and very good strength. Most of his other stats range from average to good. Homestar Runner's weakest stat is his intelligence, which makes him lousy for Psychic and Robohunter.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon12/31/07 at 8:18 pm

Strong Bad

Loves:

Magic KnightBandit

Likes:

SorcerorPsychic

Dislikes:

SpecialistSage

Hates:

AcolyteMonk

Notes: Strong Bad has solid attack strength and very good offensive aura, intelligence, Magic Power and Psychic Power. Most of his other stats are average. Strong Bad has low appearance and charisma, so it's best to keep him away from Super Star and Ninja-Dancer.

The Cheat

Loves:

BanditSoldier

Likes:

AlchemistBlackmarketeer

Dislikes:

SageCaller

Hates:

AcolyteSeatrader

Notes: The Cheat grows high accuracy, luck and KI, most of his other stats are in the average range. The Cheat's lowest stats are his hit points, strength and resilience... So he will need good accessories to help make up for those deficits.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon01/03/08 at 5:23 pm

Airrider

Loves:

SoldierSorcerorRobohunter

Likes:

Black BeltSageAcolyte

Dislikes:

CallerSpecialistBerserker

Hates:

BanditBlackmarketeerAlchemist

Note: Airrider has high agility, very good strength, accuracy, offensive aura, KI and magic power. Most of his other stats fall into the average to good area. His lowest stats are resilience and defensive aura, accessories to boost those stats will help out.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron01/06/08 at 6:31 pm

Hey, I know I could use these classes in our fantasy battles, but are these necessarily how they work there too?

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon01/06/08 at 7:14 pm

Hey, I know I could use these classes in our fantasy battles, but are these necessarily how they work there too?

Not really.

For instance, the Sash Dance that my character knows is different in damage, in my RPG ideas, it does a certain amount more than a normal attack. In the fantasy battles, it has a set amount of damage.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Airrideron01/06/08 at 8:51 pm

Not really.

For instance, the Sash Dance that my character knows is different in damage, in my RPG ideas, it does a certain amount more than a normal attack. In the fantasy battles, it has a set amount of damage.Oh, I see.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon01/07/08 at 2:57 pm

Oh, I see.

Yeah, so the Fantasy Battle thread just uses some of the moves from the RPG thread with different rules applied to them.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon01/10/08 at 7:32 pm

Strong Mad

Loves:

Berserker

Hates:

Psychic

Notes: Strong Mad has high Hit Point, Strength, Resilience, Critical Hit and KI growth. Most of his other stats are average. The weakest stats he has are Intelligence, Offensive Aura and Defensive Aura, making him a soft target to magic and energy based attacks.

Strong Sad

Loves:

AcolyteSorcerorSage

Likes:

Psychic

Dislikes:

Battlemaster

Hates:

ProAtheleteKnightBlack Belt

Notes: Strong Sad's best stats are his Intelligence, Offensive Aura, Defensive Aura, Magic Power and Psychic Power, he also grows fairly good Hit Points and Resilience. Strong Sad's weakest stats are his Strength and Agility. While his Appearance and Charisma are also on the lower end of the scale, they're still higher than Strong Bad's for the most part(especially Charisma).

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon02/03/08 at 2:06 pm

I need to get back to this.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon03/24/08 at 2:47 pm

Zeke

Loves:

KnightSorcerorAlchemist

Likes:

Magic KnightShinobiCaller

Dislikes:

BlackmarketeerProAtheletePsychic

Hates:

MonkSuper StarRobohunter

Zeke grows high strength, very good resilience, offensive aura and KI. Most of his other stats are average, his weakest stats are defensive aura, mind and vitality... making him a softer target to energy and magic attacks as well as status ailments.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon05/09/08 at 5:22 pm

More enemy types I think I forgot to list.

Dapple-whistle family: This is a robot type family that resembles railroad crossing signs, tends to attack with lights and beams.

R&R sign family: Another robot type family, more of physical attacker, looks like an orange railroad sign(you know, the ones that pop up about a block before the railroad tracks).

Jolly Ball Clown: This is a sports related enemy of sorts, they stand, balance and attack on a large medicine ball. While not uber-powerful, some of the attacks they do are pretty strong. There are at least 3 types of them.

Subject:Re: Roleplaying game ideas, classes thread.

Written By:Step-chanon06/09/08 at 4:26 pm

Another boss idea:

Ghost of Action 52- This glitchly 52 in 1 NES video game comes back from the dead to seek revenge on those who mock it. It's attacks are primarily based off of it's own sudo-quasi games(if they even qualify as that much) and glitches.

Some of these are:

Summons: It will summon a character from one of several games at random, there is also a chance no one will come to it's aid. Some of the summons include Bubblegum Rosie, Alfredo, Non Human and Micro Mike. No more than two summons can be out at once.

Music Glitch: Attempts to shock your entire party with a bad music glitch from Lollipops, rough odds of it working are 30%.

Fuzz Power: drops a bunch of furball midgets on your entire party, it does around low level damage.

Boss bombs: A crudely drawn hand drops a bomb on one party member, does moderate damage.

Silver Sword: Drops a sword on one party member, does high damage.

Incomprehensible Glitch: This is a more a gamble type of attack that Action 52 will do, although it has no control over it. You will see it at least a few times in the battle. It has alot of different effects, some can even benefit your party!

What is said when this glitch happens:

Action 52's glitch was incomprehensible!

Some of the effects:

1. Makes the screen shake, hurts your party. Damage varies alot with this one.2. Heals your party's HP by varying degrees.3. Damages Action 52 by varying degrees(this one has the potential chance of killing it if it's HP is low enough).4. Heals Action 52 by varying degrees. 5. Nothing happens.6. Kills one of your party members(this one is very rare).7. Action 52 loses a turn.

Stat wise, Action 52 has weak physical attack, so it's normal attacks will do little damage to anyone in your party. Since it relies on it's other abilities to fight, normal attacks will be pretty rare though(maybe a few times in the fight), Action 52 gets 2 attacks per turn. Action 52 is in the robot/machine/program category, so Wrecker and Robohunter skills damage it.